_ _ _
/ / _ _ _ _ _ _ _ _
/ / / _ _ // _ _ /
/ / / /_ _ / /_ _
/ / / _ _ _// _ _ _/
/ / / /_ _ / /_ _
/ / /_ _ _ _ //_ _ _ _ /
/ /
/ / _ _ _ _ _ _ _
/ /
/ _ _ _ _ _ _ _ _ _ _/
_ _ _ _ _ _ _
/ /
/ _ _ _ _ /
/ / _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
/ / / / / // \ / \ / / / \ / / / /
/ / / / / // _ |/ __ // / / _ | / | / /
/ / / /_ _/ // / \ // / / // / / / \ // | / /
/ / / _ _ // /__ / // / / // / / /__ / // _ |/ /
/ /_ _ _/_ _/ / // _ _ // /__/ // /_ _/ _ _ // / | /
/ / / // / / // // / / / // / | /
|_ _ _ _ _ _ _ / /_ _//_ _/ /_ _// _ _ _ _ _//_ _ _ _ _/ / /_ _//_ _/ |_ _/
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Lee Chaolan, The Silver Haired Devil v1.1
by Devil Lee
(ChrisG0000@aol.com)
Legal Info
Introduction
Movelist
Movelist In-Depth
Throws
Strategies
Juggles
Okizeme
Sidestep
Special
Netsu
Tag Partners
About Lee Chaolan
History
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Legal Info
********************************************************************************
I wrote this guide, but if you want to distribute it or print it, please leave
it in its original form. If you need to change something, please e-mail me so
I will know and I can see what you are doing with it. Tekken and all the
characters in Tekken are copyrighted by Namco.
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Introduction
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A B C D E
1 2 3 4 5
Thank you for reading my guide on Lee Chaolan! It's best viewed in a monospace
type editor, like Notepad. Make sure the numbers and letters match up. This
guide is designed for people who already know the basics about Lee. If you're
willing to come this far, are you willing to come a little further?
The latest version of this FAQ can always be found at:
http://members.aol.com/ChrisG0000/lee.htm
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Movelist
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Please use the conventions found at www.tekken.net.
Command Place Name Damage Escape
1+3 front Neck Fracture 30 1
2+4 front Chastisement Punch 30 2
f,f+3+4 [~5] front Knee Drive [tag] 28 1
(1+3_2+4_2+5) left Harassment 40 1
(1+3_2+4_2+5) right Stunner 38 2
(1+3_2+4_2+5) back Bulldog 45 n/a
Command Name Damage Range Prprt.
1,2 Double Punch 5,12 hh
1,1,1,1,1 Machine Gun Rush 5,5,5,5,5 hhhhh SH
= 2,2 = Lee Knuckle 12,10 hh #1
= F+2,2<2 = Lee Knuckle Combo 12,5,10 hmh #1
b+1,1 Fang Rush 8,8 hm
= 2 = Triple Fang 15 h
= 3+4 = Hit Man Stance n/a n/a
2,2 Rave War 6,10 hh
F+2<2<2 Rave War Combo 6,5,10 hmh
SS+2 Rear Cross Punch 17 h GB
(SSR+3_SSL+4) Lee Screw (30_24) h
d/b+3 Slice Kick 16 L HSc
u/f+3 Quick Silver Sting 20 h GB
d/f+3 Step In Kick 18 m
f,f+3 Split Axe Kick 23 m GB
FC,d/f,d,d/f+3 Dragon Slide 17 L
3 Head Kick 18 h
= f+3 = Step In Kick 15 m
= b+3 = Feint Hammer 19 m KS GB
= 3,f+3 = Dbl. Head Kick - Step In Kick 10,15 hm
= 3,b+3 = Dbl. Head Kick - Feint Hammer 10,19 hm KS GB
= 3,3,b+3 = Trpl. Head Kick - Feint Hammer 10,10,19 hhm KS GB
b+3~3 [~4] Feint Mist Wolf [Mist Trap] 33 h #4
b+3<3 Mist Wolf Combo 18,18 mh
d+3,3 Silver Low - Head Kick 8,18 lh
= f+3 = Step In Kick 15 m
= b+3 = Feint Hammer 19 m KS GB
= 3,f+3 = Double Head Kick - Step In Kick 10,15 hm
= 3,b+3 = Double Head Kick - Feint Hammer 10,19 hm KS GB
= 3,3,b+3 = Triple Head Kick - Feint Hammer 10,10,19 hhm KS GB
WS+3,3 Tsunami Kick 10,17 mm
= d/f+3 = Step In Kick Infinite Starter 18 m #2
= D+3 = Silver Low Infinite Starter 15 l #2
= 3,3,3,3... = Rave Kicks 10,15,10,15 mhmh #3
= u+3,3,3... = Feint Hammer - Rave Kicks 15,10,15... mh #3
= d+3,3,3... = Silver Low - Rave Kicks 15,10,15... lmh #3
(f,f,N+3,4_WR+3+4,4)Shredder 20,15 mm
= 4 = Shredder Combo 25 h GB
= (f_d/f)+4 = Mid Shredder 15 m
= (d_d/b)+4 = Low Shredder 15 L
f+3+4 Silver Sting 30 h
f,f,N+3+4 Delayed Dragon Slide 15 L
b,b,N+3+4 Handspring Backflip n/a n/a
4,3,4 Shaolin Spin Kicks 16,12,12 hhh
FC,(u/b_u_u/f)+4 [~5] Quick Catapult [tag] 22 m JG
FC,(U/B_U_U/F)+4 High Catapult Kick 28 m
FC,(U/B_U_U/F)+3+4 Rainbow Kick 30 M
FC,(u/b_u_u/f) Fake Somersault n/a n/a
d,d/f+4 Silver Tail 18 L OSc
= 2,2,1 = Silver Demon Fist 27 ! #6
f+4 Snap Kick 7 h
b+4 [~3] [~5] Silver Heel [Hit Man Stance] [tag] 22 m BNc #5
b,b+4 [~3] Cutter [Hit Man Stance] 19 h
d,d/b+4 [~5] Blazing Kick [tag] 22 m JG
4,u+3 Roundhouse - Somersault 16,30 hm
4,4,4 Machine Gun Kicks 16,8,10 hhh
d+4 Laser Edge 7 l
= <N+4,4,4 = Machine Gun Kicks 20,8,10 hhh
= ~N+4~3 = Silver Cyclone 20,80 <!>
= <N+4,3,4 = Shaolin Spin Kicks 20,12,12 hhh
= <N+4,u+3 [~5] = Roundhouse - Somersault [tag] 20,30 hm
D+4<4<4<4 [~3] Laser Edge Rush [Hit Man Stance] 7,5,5,21 lllm
3+4 Hit Man Stance n/a n/a
f,N Mist Step n/a n/a
#1 Chain after the 1st, 2nd, 3rd or 4th hit of the Machine Gun Rush.
#2 The Infinite Kicks have to be started with 1 Silver Low or 1 Step In Kick
after the WS+3,3.
#3 Sequence of the Infinite is 2 Rave Kicks, Feint Hammer or Low Silver,
2 Rave Kicks, Feint Hammer or Silver Low...
#4 If the High Kick is blocked, tapping 4 at the exact frame will cause the
opponent to grab Lee's foot. Lee will auto reverse.
#5 No hit is required to buffer a tag after this move.
#6 This move only works with Kazuya Mishima on your team.
Command Name Damage Range Properties
1,1... Freaker Jabs - Hit Man Stance 15,12... h
2 [~5] Scatter Blow [tag] 23 m JG GB
3 Scatter Kick 21,13 h
4 Ship Slicer 22 L JG GB
(u_d) Predator Step n/a n/a
Command Name Damage Range
d+3+4 Silver Cyclone 80 <!>
d/b+1+2 Silver Fang 100 !
= u,u = Cancel n/a n/a
Command Hits Damage Range
d/f+1,2,2,1,3,3,3,4,3,4 10 10,5,6,5,7,6,7,7,10,25 mhm"hh"Lhhhm
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In-Depth Movelist
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1,2 Double Punch 5,12 hh
Rating:**
Two punches. Not extremely useful. These two punches come out very,
very, VERY slow. Slower than a Mishima Shining Fist.
1,1,1,1,1 Machine Gun Rush 5,5,5,5,5 hhhhh SH
= 2,2 = Lee Knuckle 12,10 hh
= F+2,2<2 = Lee Knuckle Combo 12,5,10 hmh
Rating:***
Five consecutive left punches, an old move of Law's. Good players will
duck under this, so don't use all five hits, link into one of the Rave
War...err, "Lee Knuckle" combos.
b+1,1 Fang Rush 8,8 hm
= 2 = Triple Fang 15 h
= 3+4 = Hitman Stance n/a n/a
Rating:****
One of Lee's new moves, he backhands high, punches again mid, and then
another high punch. Instead of doing the last punch, you can go into
Hitman stance. This interrupts very nicely, and I think on counter hit
all three will hit, I'm not sure. There is an 'Electric' version of the
Triple Fang Rush. Lee shouts his Silver Cry(Waaanggyaah!);
The notation I think is b+1,N+1,2. Look below in the 'Special' section
for more information.
2,2 Rave War 6,10 hh
F+2<2<2 Rave War Combo 6,5,10 hmh
Rating: ***
Just a short string of punches. The Rave War Combo works nicely on
interrupting opponents who start their strings out far. I believe on
a counter hit, you will connect all three hits of the Rave War Combo and
the last hit will knock them down. Be wary of Reversal happy people,
you may want to buffer a Chicken.
SS+2 Rear Cross Punch 7 h GB
Rating: ***
Lee sidesteps and throws a right cross. Other than the guard break, this is a
useful move; it stuns. Decent range, not a lot of damage. Use this side
stepping move when up close.
(SSR+3_SSL+4) Lee Screw (30_24) h
Rating: ***
Lee sidesteps and swings a high roundhouse, causing good damage. This move is
not all that bad, it comes out reasonably fast. The only difficult thing about
this is knowing which direction you are sidestepping and pressing the correct
kick. More of an annoyance, but a good move none the less. This move is better
used away from your opponent, it requires a little wind up.
d/b+3 Slice Kick 16 L HSc
Rating: ***
Lee spins and swings his foot around your ankle. It's deceptively slow,
although I consistently fake people out with this move. Use this for chipping
at your enemy's life. It will hit grounded opponents.
u/f+3 Quick Silver Sting 20 h GB
Rating: ***
A hopkick version of the Silver Sting(which doesn't juggle).
This attack hops over most attacks. It doesn't knock them as far away when
blocked compared to the Silver Sting, but you still get the guard break so you
are safe while this move recovers. Great range, good priority.
d/f+3 Step In Kick 18 m
Rating: ***
Lee hops in and kicks you. Not much to say here. Stick to the Split Axe Kick
if you must.
f,f+3 Split Axe Kick 23 m GB
Rating: ***
A Mishima classic. Lee hits the opponent with a strong left axe kick. It
hits mid, causes guard break if blocked, does decent damage if connected with.
Altogether not a bad move, but comes out a little on the slow side.
FC,d/f,d,d/f+3 Dragon Slide 17 L
Rating: ***
Law's Dragon Slide. Pretty quick, usually catches the opponent off guard.
Good for okizeme. From the FC position, the only other decent move is a WS
Tsunami Kick to mix up with. If you duck a throw, you'd probably want to
start this or the Infinite Kicks to mix up.
3 Head Kick 18 h
= f+3 = Step In Kick 15 m
= b+3 = Feint Hammer 19 m KS GB
= 3,f+3 = Dbl. Head Kick - Step In Kick 10,15 hm
= 3,b+3 = Dbl. Head Kick - Feint Hammer 10,19 hm KS GB
= 3,3,b+3 = Trpl. Head Kick - Feint Hammer 10,10,19 hhm KS GB
Rating: ***
Look below to the 'Silver Low - Head Kick' description. I don't like to start
off with the high kick because it can be ducked, duh!
b+3~3 [~4] Feint Mist Wolf [Mist Trap] 33 h #4
Rating: ****
Lee feints a quick mid kick, then kicks your face in for real. The '4' option
after the second kick is a kind of throw. Useful against turtlers. If your
opponent blocks, and you press 4 as the block animation starts, your opponent
will grab Lee's left foot, only for Lee to swing his right leg around and beat
them down! Use when close only. The timing of the '4' must be perfect, it is
very difficult to get off a lot of the time.
b+3<3 Mist Wolf Combo 18,18 mh
Rating: ***
Lee kicks the opponent mid then high. Fairly decent move, but try to only use
this up close. Pull it out every once in a while, people will block the first
kick and eat the second trying to attack you.
d+3,3 Silver Low - Head Kick 8,18 lh
= f+3 = Step In Kick 15 m
= b+3 = Feint Hammer 19 m KS GB
= 3,f+3 = Double Head Kick - Step In Kick 10,15 hm
= 3,b+3 = Double Head Kick - Feint Hammer 10,19 hm KS GB
= 3,3,b+3 = Triple Head Kick - Feint Hammer 10,10,19 hhm KS GB
Rating: ***
Lee hops in with a low kick, and then a high kick. From there you can end the
string with a mid Step In Kick or Feint Hammer, or another high kick and end it.
Fairly useful, I wouldn't recommend doing the Triple Head Kick as you will get
ducked and punished. Good recovery off this move. I don't see this move as
being used a lot by people, but you can bait your opponent into trying to
reverse you, and buffer a Chicken. Stick to the Silver Low to Head Kick, and
end with the Step In Kick.
WS+3,3 Tsunami Kick 10,17 mm
= d/f+3 = Step In Kick Infinite Starter 18 m #2
= D+3 = Silver Low Infinite Starter 15 l #2
= 3,3,3,3... = Rave Kicks 10,15,10,15... mhmh #3
= u+3,3,3... = Feint Hammer - Rave Kicks 15,10,15... mh #3
= d+3,3,3... = Silver Low - Rave Kicks 15,10,15... lmh #3
Rating: *****
The Tsunami Kicks are another Mishima classic. From there you can go into a
Step In Kick, or Silver Low, and go into the Infinite Kicks. Once the Infinite
Kicks are started, you can hold up for Feint Hammer and two Rave Kicks, or hold
down for a Silver Low and two Rave Kicks. The Infinite Kicks were Lee's most
potent weapon in Tekken 1, but they've been toned down in each game. The
Infinite Kicks are almost useless now. If blocked, the Infinite Kicks will
knock them far away after several hits. If you do the Infinite Kicks too long,
you will start to change axis from your opponent(provided they don't reverse you
or sidestep before that). Still a great move though, just don't use it for
longer than a few seconds. The Kicks are fast enough that it's difficult to
interrupt, and if they are blocked you recover fast enough so you won't be left
open.
(f,f,N+3,4_WR+3+4,4) Shredder 20,15 mm
= 4 = Shredder Combo 25 h GB
= (f_d/f)+4 = Mid Shredder 15 m
= (d_d/b)+4 = Low Shredder 15 L
Rating: ****
This move is great because you can fake them out while running or dashing toward
them. Two quick jump kicks, and you can follow up with a high, mid, or low kick.
The high kick if blocked breaks their guard, allowing you good recovery. Mix the
endings up with High, Mid, Low kicks(or don't complete it and throw them).
Overall, a decent move that you should throw in every once in a while.
f+3+4 Silver Sting 30 h
Rating: ****
Lee hops, screams 'Waangyah!' and lets loose with a brutal kick to the face.
This move comes out faster than you would think, this is great to use if you're
farther than three or four character widths away. If this move is blocked, the
opponent is knocked away far enough so you can recover. All in all, a safe move
that you should use.
f,f,N+3+4 Delayed Dragon Slide 15 L
Rating: ****
A great move for okizeme and just overall confusion. Mix this up with the Silver
Sting, and you've got a dangerous combination. Please use this. Please.
b,b,N+3+4 Handspring Backflip n/a n/a
Rating: ***
Use this for backing out of unblockables, and getting some breathing room. Don't
do this move up close, you'll eat whatever they throw at you. Ironic, isn't
it? Go into Hitman from this if you have more life than your opponent and want
to bait them to attack you. What can I say...more useful than the Fake
Somersault!
4,3,4 Shaolin Spin Kicks 16,12,12 hhh
Rating: ***
Three spinning roundhouses, all high. Good for filling juggles. Good players
will duck under this attack. Stick to the first two kicks.
FC,(u/b_u_u/f)+4 [~5] Quick Catapult [tag] 22 m JG
Rating: ***
The flipkick. I'm surprised Namco did not give him the easy motion that Anna
has, you have to be in the FC position to get this off. I used to not like this
move, but it is Lee's most damaging juggle starter. You can tag off this move
as well. The recovery of this move is lacking though, it is difficult to
perform high moves afterward and connect. The awkward joystick motion is the
only bad thing on this move.
FC,(U/B_U_U/F)+4 High Catapult Kick 28 m
FC,(U/B_U_U/F)+3+4 Rainbow Kick 30 M
FC,(u/b_u_u/f) Fake Somersault n/a n/a
Rating: ***
The more useless flipkick variants. The High Catapult Kick leaves Lee soaring
through the air. If you land behind the opponent, you're gonna hurt. If you
try to do this move up close, you're gonna hurt(unless you're lucky and they
don't hit you out of it). The Rainbow Kick looks the same, does about the same
damage, but it will leave you on the ground and hits grounded opponents. Fake
Somersault...why? Don't use that move ever. More of a taunt.
d,d/f+4 Silver Tail 18 L OSc
= 2,2,1 = Silver Demon Fist 27 ! #6
Rating: ****
Lee gets down way low and sweeps. Good move to put into your mix up of mid
and low. If Kazuya is on your team, you can link into the Silver Demon Fist.
About half a sec after the sweep, Lee rises and silver sparks surround his fist
as he punches the opponent. The qualities of this punch are very unique, to my
understanding it does not work as a standard unblockable. If your opponent
eats this move, they'll fly a short distance away, unable to tech roll. If
they do block, they'll be stunned just as Kazuya's Glorious Demon Fist stuns.
Speedy for an unblockable, most people will eat this move if they try to hit
you out of it.
f+4 Snap Kick 7 h
Rating: *****
I love this kick. Fast, will interrupt most anything. Follow up with several
more Snap Kicks when they try to attack you. Use this a lot.
b+4 [~3] [~5] Silver Heel [Hit Man Stance] [tag] 22 m BNc #5
Rating: ****
This move has animation similar to the Slice Kick. If they eat this move, they
bounce juggle on counter. After the bounce juggle, you can do Silver Sting or a
combo. If they block this move, the enemy will be pushed far away. Linking into
Hitman seems to improves the recovery. This is the only move in the game
you can tag out of without having to hit with. Useful for safely tagging out.
b,b+4 [~3] Cutter [Hit Man Stance] 19 h
Rating: ***
Imagine the Silver Heel, slower, hitting high, without the tag function. If
your opponent eats this, they'll get knocked away. Blocking it pushes them away
just as the Silver Heel does. Link to Hitman; auto-blocks mid and high attacks.
d,d/b+4 [~5] Blazing Kick [tag] 22 m JG
Rating: ****
Lee's best juggle starter. Lee steps forward and knocks you sky high. Useful
for setting up great tag juggles.
4,u+3 Roundhouse - Somersault 16,30 hm
Rating: ***
Uh....roundhouse to flip kick....enough said. Most people will eat the flipkick
trying to hit you after the roundhouse. Sometimes you pull out a hopkick if you
aren't careful. 4(CH) will knock them away and the Somersault will whiff.
4,4,4 Machine Gun Kicks 16,8,10 hhh
Rating: ****
Three fast high kicks, this is a very fast move, nice damage, useful.
D+4<4<4<4 [~3] Laser Edge Rush [Hit Man Stance] 7,5,5,21 lllm
d+4 Laser Edge 7 l
= <N+4,4,4 = Machine Gun Kicks 20,8,10 hhh
= ~N+4~3 = Silver Cyclone 20,80 <!>
= <N+4,3,4 = Shaolin Spin Kicks 20,12,12 hhh
= <N+4,u+3 [~5] = Roundhouse - Somersault [tag] 20,30 hm
Rating: *****
Ah, Lee's last resort attack that everyone falls back on. The Laser Edge Rush
does three low left kicks and a mid kick that knocks your opponent down. Scrubs
will eat this attack all day long. If your opponent knows how to block this, watch
out. You can get hit and still block the third hit(which means you can block the
fourth hit). If they don't block the third hit, the last hit is guaranteed. The
recovery off the last hit is bad, try linking into the Hitman after this. You can
complete the Laser Edge Rush and Chicken the last hit. If they don't reverse you
will be left open, so safer to stop if they block the third hit.
Instead of doing the Laser Edge Rush, you can return the stick to neutral and do
Machine Gun Kicks, Shaolin Spin Kicks, the Roundhouse to Flipkick. Mix these up
for best results. He can now do his unblockable from the Laser Edge kick, a glitch
from Tekken 2 that would come out rarely. Sometimes you can catch them off guard
with this. This link up is probably Lee's signature move, use them wisely.
f,N Mist Step n/a n/a
Lee lunges forward and steps low. This is a useful method of crossing distance,
you can interrupt this animation with any standing move, even though it looks like
you are semi-ducking.
3+4 Hit Man Stance n/a n/a
Drops you into Hitman Stance. Lee taunts the opponent, beckoning him. It
automatically blocks mid and high hits. He can sidestep and stay in this stance,
unlike most people's stances. YOU CANNOT TAG OUT WHEN YOU ARE IN THE HITMAN!
1,1... Freaker Jabs - Hit Man Stance 15,12... h
2 [~5] Scatter Blow [tag] 23 m JG GB
3 Scatter Kick 21,13 h
4 Ship Slicer 22 L JG GB
(u_d) Predator Step n/a n/a
Freaker Jabs always return you to Hitman Stance. Poke only. Not good for much
else.
**
Scatter Blow juggles high, you can tag out of this. It knocks them too far away
for anything except a Silver Sting(f+3+4).
***
Scatter Kick deal nice damage, it pushes them far away if blocked. On counter,
it acts like a throw, where Lee kneels on your head(Cool!) Pull this one out if
they get close.
***
Ship Slicer is similar to Lee's d,d/f+4 sweep. If it connects you can follow
up with Tsunami Kick(and into Infinite if you want).
***
NOTE: The Predator Step is a sidestep move. Lee remains in Hitman after the
sidestep, and it moves you slightly closer toward your opponent.
The key to the Hitman is baiting your opponent to attack. Make them come to
you. Mix up your attacks.
d+3+4 Silver Cyclone 80 !
Rating: ***
Lee ducks down and sparks encircle him. He rises and lets loose with a
ferocious kick that sends your opponent to the ground. This is probably his best
unblockable, it's shorter than the other one. It ducks down under high attacks.
d/b+1+2 Silver Fang 100 !
= u,u = Cancel n/a n/a
Rating: **
This one does more damage than the Cyclone, but it takes longer to charge up.
Luckily, you can cancel it to fake out opponents. Range is deceptively long...
If you want to be evil, mix this move up with his Kiai Charge Up. The animations
are similar and fake people out.
Command Hits Damage Range
d/f+1,2,2,1,3,3,3,4,3,4 10 10,5,6,5,7,6,7,7,10,25 mhm"hh"Lhhhm
Rating: ***
One of Law's tenstrings. Fairly easy to pull out, but it can easily be blocked
by standing.
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Throws
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Lee is not much of a throwing character. His throws do not deal much damage on
their own. His Neck Fracture ensures a guaranteed sweep afterwards. Use his
throws sparingly,the last thing you need is for your opponent to duck and juggle
you. Try to set up his throws by using incomplete strings and throwing. That
works for everyone in general. Use his Knee Drive throw to tag in particular,
it's probably one of the safest ways to tag out. The f,f motion helps when you
need to gain a few steps on your opponent. If they duck, go for the Shredder
or Delayed Dragon Slide.
1+3 front Neck Fracture 30 1
Rating: ****
Lee grabs your opponent's head and falls on it. Easy to escape, but it
deals decent damage. If you recover from the ground with 3, the rising sweep
is guaranteed for an extra 10-15 damage.
2+4 front Chastisement Punch 30 2
Rating: ***
Law's old throw where he takes your enemy, puts them in a headlock, and
punches them. Yawn. Same damage as his other throw, but no guaranteed
attack afterwards I think. One button escape. What I wouldn't give for
the Bulldog link up....sigh...
f,f+3+4 [~5] front Knee Drive [tag] 28 1
Rating: ***
Yawn. Another old Law throw, he smashes your opponent's face on his knee.
One button escape. You can tag out of this throw though. Use this
throw if you need to cover some distance to get to your opponent.
(1+3_2+4_2+5) left Harassment 40 1
Rating: ***
Lee locks their arm behind their back, and steps on their head, all
while doing his laugh from Tekken 1. Bad-ass side throw, nice damage,
one button escape.
(1+3_2+4_2+5) right Stunner 38 2
Rating: ***
Lee does something....it's hard to describe, kind of a tumbling throw.
Lee steps around your side and puts them in a head lock, then does a flip
and lands on their head.
(1+3_2+4_2+5) back Bulldog 45 n/a
Rating: ***
Inescapable. Law's Bulldog throw. Laughable damage. Argh....I must
bitch more about this throw! COME ON! It's a BACK THROW! This isn't Paul,
Lee doesn't deserve this shit! Oh well. 45 freakin' points of damage.
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Strategies
********************************************************************************
Offense:
Lee has a variety of attacks now in TTT. Imagine Lee as Law, without juggles
but more moves. Almost everyone of Lee's moves has an application; make sure
you use the correct move for your situation. Lee's Mist Step(f, N) has certain
applications. Lee ducks forward, but he can interrupt the Mist Step at any time
with a standing move. I've never used this move to duck under attacks, but try
to confuse your opponent what your move will be from a distance by closing in
with this move. Try to keep your opponent on his toes, mixing strings with high
attacks, low attacks, and throws. If you need some breathing room, try mixing
the Feint Hammer in, as it guard stuns the opponent if blocked(d+3,3,b+3).
Defense:
Lee's best defense is through offense. Interrupt and counter your opponent if
it is possible. Unless you are very confident, it is unwise to try and interrupt
a juggle starter. Lee is the lowest tier character; he will take heaps of damage
from juggles.
Pokes:
Lee has a great d+1 crouching punch. Lee has a lack of WS moves, but you can
use his d+1 and d+4 to set up your Tsunami Kicks into Infinite, or press d/f+4
for the Silver Tail. f+4 Snap Kick is a great poke, work this into your game.
d/f+3 is a great, quick low attack. d+3,3,
********************************************************************************
Juggles
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Lee's juggling ability is limited. His starters are sub-par, in my opinion.
His d/f+2 uppercut steps slightly forward and comes out with average speed.
His u/f+4 hopkick comes out quicker and does not push them as far away as the
d/f+2 uppercut, but the recovery on the hopkick is risky. His flipkick starter,
the best one being FC,u/f+3, is his most damaging starter. Lee has bad recovery
off the flipkick, so it is difficult to juggle off it. Use his Mist Step to get
closer after your starter.
d/f+2 Standing Uppercut:
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1, b+1, b+1,1,2
1, F+2,2,2
d+4,N+4,3,4
4,u+3
-Note that getting both hits to connect off the standing uppercut is rare,
I've only done this a few times, you must be early to get it to work.
u/f+4 Hopkick :
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f,n+1,f,n+1,f,n+1,f,f,N+3,4[big]
4,u+3
4,u+3,d,d/b+4
4,u+3,f,f,N+3,4
-Very good damage if you pull this off, it does around 60 pts of damage! The
timing can be difficult, but if you start early it should come out. If you
start it late, the kick will push them too far away for the Flipkick. Mist
Step might have to be used right after the Hopkick.
d+4,N+4,3,4
-This one is easier to pull off because of the timing and where you have to hit
them It does just a little less damage, around 50 pts of damage.
4,4,u/f+3
FC,(u/b_u_u/f)+4 Quick Catapult(Flipkick):
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d+4,N+4,3,4
-This is a bitch to pull off, just because of the recovery on the Flipkick.
Very damaging though, but there are easier combos. Style points for this one!
b+4 Silver Heel(CH):
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On counter hit, this move will bounce juggle your opponent up for short juggles.
b+1,1,f,d+4,N+4,3,4
f+3+4(Silver Sting)
-Can someone confirm this? I'm not sure if it was the f+3+4 Silver Sting or the
u/f+3 Quick Silver Sting. Easy, damaging.
1,2, f,N~d+4,n+4,u+3
f,N, d+1, ws+4~FC,u/f+3
These combos use the Mist Step.
f,f,N+3,4,b+1,1,3+4,2[big]
f,f,N+3,4,f,f,N+3,4,4[big]
b+1,1,f,N,d+4,N+4,3,4
d,d/b+4 Blazing Kick:
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You can get almost any of the combos above to work with a Blazing Kick, spacing
is the only concern. Lee's Blazing Kick is a bonified Class 4 Juggle Starter.
u/f+4,f,f,N+3,4,4
b,b+4~3,3
b,b+4~3,2
4,4,f,N+4,4,4[big]
When you tag out after Lee's Blazing Kick, you can get almost anything to
connect afterwards. I don't have many up yet, but look to further updates for
some. The sky is the limit.
Lee with Kazuya: d,d/b+4~5,(Kaz comes in) TGF,3
Devil with Lee: SS+2~5,(Lee comes in),f+3+4,1,f,f,N+3,4[big]
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Okizeme
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Okizeme is a strategy that involves you keeping your opponent on the ground.
Opponent is: Lying on the ground, not moving
Use: Silver Tail(d,d/f+4). Slice Kick(d/b+3). Both do about the same
damage.
Opponent is: Rolling to the side or toward you
Use: Go with a d+3 Low Kick. If they roll again, go into the
Head Kick to Step In Kick. Dragon Slide(FC,d/f,d,d/f+3). The
tracking on this move is strange, sometimes it will hit, but
others it won't.
Opponent is: Rolling away
Use: Run up and d+4 or into Laser Edge Rush.
Pretty much, if they are getting up, Laser Edge them. :)
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Sidestep
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Lee has an average sidestep, not as large as Ogre's. Most of the time
you can get to the side of an opponent with Lee, so performing side throws
is not a problem. You can even sidestep into Mist Step(f,N) for a follow
up of your choice. Lee's sidestepping game is nowhere near as good as
Bryan's, but is better than others. Use his sidestepping attacks
carefully, knowing which kick to use on his Lee Screw. The Lee Screw has
good range, try not to use it in close because you can get knocked out of
it. The Cross Punch(SS+2) is a short range sidestepping attack, useful
for interrupting high. It stuns them for a short enough time to catch your
breath.
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Special
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Stun Fang Rush: This is a version of the Fang Rush, imagine it as an
'Electric Fang Rush' if you will. b+1,N+1,2 is the notification. The last hit
of this string will push the opponent far away if it is blocked. When it
connects it will deal more damage than the regular Fang Rush, of course.
This is a very useful tool for Lee, learn it well.
Silver Demon Fist: If your opponent blocks this, they will be punished with
the longest stun, equivalent to Kaz's Glorious Demon Fist. I'm not a major Kaz
player, but I know that a standing RK is simple and does nice damage after a
stun. A throw would be more risky because your opponent could escape the throw.
You can juggle your opponent with the Laser Edge Rush.
Feint Mist Wolf to Mist Trap: After you input the second 3, the mid kick is
cancelled into a high kick(hence, he feints the mid kick.) If the opponent
blocks the high kick, you can press 4 to cancel into a throw. The throw is
very hard to time, you only have 1 frame, or 1/60th of a second to input the
command. To pull it off, you should first consider your opponent; will he
block it, or will he duck it? If you anticipate your opponent blocking, you
must press 4 the exact second the blue cloud comes out.
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Netsu
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According to Midge's TTT FAQ, Lee gets Netsu power up after his tag partner
takes 5 hits from the opponent. When Lee is partnered with Jin, Lee will
never get the Netsu power up. I'm not sure why Lee doesn't care for Jin.
Kazuya and Heihachi will never get Netsu power up when paired with Lee. I
guess that Kazuya hates his brother because he's not really a Mishima. Heihachi
hates Lee because...um...I'm not sure on this one, Lee's just adopted?
They just don't seem to care for Lee at all! Well, Lee cares about them,
as he still gets Netsu power up. The following do not power up with anyone
unless they are with Gold Tetsujin: Devil, Jack-2, P.Jack, Ogre, and True Ogre.
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Tag Partners
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Quick: Law, Jun, or Xiaoyu.
Pro: Fast moves and good recovery leave you with the initiative.
Con: Both fighters are in the weakest tier and are weak to juggles.
Heavy: Ogre, Ganryu, Jack, Kuma, T. Ogre.
Pro: A balanced team in all areas that is equipped to take on most anything.
Another pro is that you have a heavy person; they are a pain to juggle.
Con: Your only as strong as your weakest fighter.
When you do get juggled you can get hit by anything.
Juggler: Kazuya, Heihachi, Devil, Jin.
Pro: Lee's can set up great Tag juggles, and his juggling disability is not
such a big problem.
Con: Devil, Kazuya, and Heihachi will never get Netsu with Lee, Lee will
never get Netsu with Jin.
Powerful: Bruce, Bryan, Paul, King, Armor King.
Pro: Another well balanced team, gives you the power you need without any
of the sloth that a big character provides.
Con: Well....getting called 'cheap' when you select Bruce can be annoying.
:)
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About Lee Chaolan
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Bio
---
Name: Lee Chaolan
Catch Copy: Silver Haired Devil
Age: 27
Weight: 65 Kg
Height: 178 cm
Blood Type: A
Fighting Syle: Mishima-Style Karate and Martial Arts
Lee is the adopted son of Heihachi Mishima. As for a definite storyline, I'm
not sure, Namco has not put very much out on Lee.
Costumes
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Lee has three costumes and three winning poses.
Punch: purple sleeveless shirt with black jeans, black fist guards, brown boots.
Kick: black vest with a unicorn on the back, blue jeans, black fist guards
black boots, and a silver necklace.
Start: black tuxedo with a red carnation, black fist guards.
Victory Poses
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1: Lee does a Handspring Backflip and taunts.
2: Lee goes into Hitman stance and beckons on his opponent.
3: Lee does a Handspring Backflip, jumps up and laughs.
Lee only has three victory poses.
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History
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v1.0 (2/20/2000) Initial release version.
v1.1 (4/12/2000) Added combos from Raijin's Lee Juggle video, updated the
Hitman Stance, retooled other sections.
fixed a few aesthetical mistakes.
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Credits
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The Tekken Zaibatsu, http://www.tekken.net
For Lee's movelist and framedata. Their wonderful forums helped me to gather
info and entertainus all.
"Grenun", Grenun@aol.com
Thanks for help on the juggles for Lee.
"Silver Haired Devil", Silver_Haired_Devil@hotmail.com
Big thanks for help writing my FAQ. You're my 'go to' guy when I start
working on my next one!
"Ug the Caveman", bzcharkl@hotmail.com
Thanks for clearing up that Stun Fang Rush.....ya big Jack fan... :)
"Raijin Aoki", ?
Great juggle movie, I transcribed them in my FAQ. Thanks.
Hershey's Chocolate
Thanks for providing me the nourishment to get me through long hours.
No thanks for the gas it gives me.
Shante, Brandon's little brother
If you had never cheesed me with the Laser Edge Rush that day, would I
have ever picked Lee? Thanks.